renderer.d 8.1 KB

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  1. module three.renderer;
  2. import three.common;
  3. import three.scene;
  4. import three.camera;
  5. import three.renderTarget;
  6. import three.viewport;
  7. enum forwardRendererVertexShaderSource = "
  8. #version 420 core
  9. layout(location = 0) in vec3 in_position;
  10. layout(location = 1) in vec3 in_normal;
  11. layout(location = 2) in vec2 in_texcoord;
  12. layout(location = 3) in vec4 in_color;
  13. out vec4 v_color;
  14. out gl_PerVertex
  15. {
  16. vec4 gl_Position;
  17. };
  18. void main()
  19. {
  20. gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0);
  21. v_color = in_color;
  22. }
  23. ";
  24. enum forwardRendererFragmentShaderSource = "
  25. #version 420 core
  26. in vec4 v_color;
  27. out vec4 FragColor;
  28. void main()
  29. {
  30. FragColor = v_color;
  31. }
  32. ";
  33. struct GBuffer {
  34. uint width;
  35. uint height;
  36. GLuint textureDepth;
  37. GLuint textureNormal;
  38. GLuint textureColor;
  39. GLuint textureDepthStencil;
  40. GLuint fbo;
  41. }
  42. void construct(out GBuffer gBuffer, uint width, uint height) nothrow {
  43. gBuffer.width = width;
  44. gBuffer.width = height;
  45. glCheck!glGenTextures(1, &gBuffer.textureDepth);
  46. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureDepth);
  47. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  48. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  49. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  50. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  51. // glCheck!glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
  52. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, width, height);
  53. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, null);
  54. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  55. glCheck!glGenTextures(1, &gBuffer.textureNormal);
  56. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureNormal);
  57. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  58. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  59. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  60. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  61. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
  62. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  63. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  64. glCheck!glGenTextures(1, &gBuffer.textureColor);
  65. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureColor);
  66. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
  67. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  68. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  69. glCheck!glGenTextures(1, &gBuffer.textureDepthStencil);
  70. glCheck!glBindTexture(GL_TEXTURE_2D, gBuffer.textureDepthStencil);
  71. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height);
  72. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null);
  73. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  74. glCheck!glGenFramebuffers(1, &gBuffer.fbo);
  75. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gBuffer.fbo);
  76. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, gBuffer.textureDepth, 0);
  77. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, gBuffer.textureNormal, 0);
  78. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, gBuffer.textureColor, 0);
  79. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, gBuffer.textureDepthStencil, 0);
  80. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  81. }
  82. void destruct(ref GBuffer gBuffer) nothrow {
  83. glCheck!glDeleteFramebuffers(1, &gBuffer.fbo);
  84. glCheck!glDeleteTextures(1, &gBuffer.textureDepthStencil);
  85. glCheck!glDeleteTextures(1, &gBuffer.textureColor);
  86. glCheck!glDeleteTextures(1, &gBuffer.textureNormal);
  87. glCheck!glDeleteTextures(1, &gBuffer.textureDepth);
  88. gBuffer = GBuffer.init;
  89. }
  90. struct Pipeline {
  91. GLuint pipeline;
  92. GLuint vertexShaderGeometryPass;
  93. GLuint fragmentShaderGeometryPass;
  94. }
  95. void construct(out Pipeline pipeline) nothrow {
  96. glCheck!glGenProgramPipelines(1, &pipeline.pipeline);
  97. import std.string : toStringz;
  98. auto szVertexSource = [forwardRendererVertexShaderSource.toStringz()];
  99. pipeline.vertexShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_VERTEX_SHADER, 1, szVertexSource.ptr);
  100. auto szFragmentSource = [forwardRendererFragmentShaderSource.toStringz()];
  101. pipeline.fragmentShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, szFragmentSource.ptr);
  102. glCheck!glUseProgramStages(pipeline.pipeline, GL_VERTEX_SHADER_BIT, pipeline.vertexShaderGeometryPass);
  103. glCheck!glUseProgramStages(pipeline.pipeline, GL_FRAGMENT_SHADER_BIT, pipeline.fragmentShaderGeometryPass);
  104. glCheck!glActiveShaderProgram(pipeline.pipeline, pipeline.vertexShaderGeometryPass);
  105. glCheck!glActiveShaderProgram(pipeline.pipeline, pipeline.fragmentShaderGeometryPass);
  106. glCheck!glValidateProgramPipeline(pipeline.pipeline);
  107. GLint status;
  108. glCheck!glGetProgramPipelineiv(pipeline.pipeline, GL_VALIDATE_STATUS, &status);
  109. //TODO: add error handling
  110. assert(status != 0);
  111. }
  112. void destruct(ref Pipeline pipeline) nothrow {
  113. glDeleteProgramPipelines(1, &pipeline.pipeline);
  114. pipeline = Pipeline.init;
  115. }
  116. struct OpenGlTiledDeferredRenderer {
  117. GBuffer gBuffer;
  118. Pipeline pipeline;
  119. }
  120. void construct(out OpenGlTiledDeferredRenderer deferredRenderer, uint width, uint height) nothrow {
  121. deferredRenderer.gBuffer.construct(width, height);
  122. deferredRenderer.pipeline.construct();
  123. }
  124. void destruct(ref OpenGlTiledDeferredRenderer deferredRenderer) nothrow {
  125. deferredRenderer.pipeline.destruct();
  126. deferredRenderer.gBuffer.destruct();
  127. deferredRenderer = OpenGlTiledDeferredRenderer.init;
  128. }
  129. // draw the scene supersampled with renderer's with+height onto renderTarget at position+size of viewport
  130. void renderOneFrame(ref OpenGlTiledDeferredRenderer renderer, ref Scene scene, ref Camera camera, ref RenderTarget renderTarget, ref Viewport viewport) {
  131. // 1. Render the (opaque) geometry into the G-Buffers.
  132. // 2. Construct a screen space grid, covering the frame buffer, with some fixed tile
  133. // size, t = (x, y), e.g. 32 × 32 pixels.
  134. // 3. For each light: find the screen space extents of the light volume and append the
  135. // light ID to each affected grid cell.
  136. // 4. For each fragment in the frame buffer, with location f = (x, y).
  137. // (a) sample the G-Buffers at f.
  138. // (b) accumulate light contributions from all lights in tile at ⌊f /t⌋
  139. // (c) output total light contributions to frame buffer at f
  140. with(renderer.gBuffer) glCheck!glViewport(0, 0, width, height);
  141. //enable depth mask _before_ glClear ing the depth buffer!
  142. glCheck!glDepthMask(GL_TRUE); scope(exit) glCheck!glDepthMask(GL_FALSE);
  143. glCheck!glEnable(GL_DEPTH_TEST); scope(exit) glCheck!glDisable(GL_DEPTH_TEST);
  144. glCheck!glDepthFunc(GL_LEQUAL);
  145. //bind gBuffer
  146. // glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, renderer.gBuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  147. // glCheck!glDrawBuffer(GL_COLOR_ATTACHMENT0 + 0);
  148. // glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  149. // GLenum[] drawBuffers = [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2];
  150. // glCheck!glDrawBuffers(drawBuffers.length, drawBuffers.ptr);
  151. // glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  152. //bind pipeline
  153. glCheck!glBindProgramPipeline(renderer.pipeline.pipeline); scope(exit) glCheck!glBindProgramPipeline(0);
  154. {// Draw Geometry
  155. scope(exit) glCheck!glBindVertexArray(0);
  156. scope(exit) glCheck!glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
  157. for(size_t meshIdx = 0; meshIdx < scene.mesh.cnt; ++meshIdx) {
  158. glCheck!glBindVertexArray(scene.mesh.vao[meshIdx]);
  159. glCheck!glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene.mesh.vboIndices[meshIdx]); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
  160. glCheck!glDrawElements(GL_TRIANGLES, scene.mesh.cntIndices[meshIdx], GL_UNSIGNED_SHORT, null);
  161. }
  162. }
  163. }